Since 1986, there have been roughly 19 Batman-inspired video games. Nearly all have been mediocre interpretations of the Dark Knight's exploits in Gotham City, and about as exciting as watching Burt Ward shimmy down a Bat-pole (Comics Alliance recently highlighted the Knight's painful video game descent). The new Batman: Arkham Asylum, from Eidos and Warner Bros., looks to change that reputation by combining Bat-lore with a sophisticated action game. The result is so good that we're declaring it an easy 'Best of' contender for 2009.

The most compelling element in this Batman game is its seriousness. It's not just a collection of cartoonish characters engaged in a battle of good and evil -- the environments are all a little darker and the characters are a little more sinister than in previous game incarnations. The Joker has his share of menacing moments, and we actually felt the fear while playing though the trippy levels starring another popular Arkham patient, Scarecrow. (Yup, Scarecrow and a slew of other well- and lesser-known villains make an appearance in the game).

Batman's known for having equal parts brawn and brains, and the game experience reflects that by deftly combining action sequences with exploration -- not an easy balance to strike. The combat starts off simply, requiring a series of simple button mashes to activate the game's free-flowing combat, where Batman delivers a steady stream of punishing kicks and blows until the fight ends, cueing a dramatic, slow-mo finishing move. You really get the sense that you're kicking ass, as a superhero should. As the game progresses, the combat turns from an exercise in button-mashing to a more challenging affair, a welcome shift that requires strategic thinking, using a combo of hits, stun, counter and evasive moves (and even a quick Batarang flick) to survive.

In between brawls, Batman uses his special Bat-vision goggles (the game calls it "investigative mode") to drive the story forward. Turn on the investigative mode to track someone's trail by scanning in a related chemical compound or spot objects that might be impossible to see otherwise, including enemies in another room, weak walls, hidden grates (Batman crawls through vents often in the game) and special collectibles. At times, it's almost too easy to overly rely on this investigative mode, especially anticipating enemies around a corner. It's not necessarily a 'bad' thing, but it can take away some of the element of surprise.

The game is also built around a lite upgrade system. Score points by defeating goons, finding collectibles and completing missions, then use them to upgrade Bat's health, combat, gadgets or maneuvers. Some upgrades will give Batman access to parts of the island or make him stronger, but there are not really enough options to create a truly customized experience. Toward the end of the game, the upgrades start to seem arbitrary. If we're going to do all the work to get the points, we'd like to feel like we're really getting rewarded for them, even as we near the end of the game.

Mark Hamill and Kevin Conroy reprise their vocal roles as the Joker and Batman, and the familiar voices lend an air of authenticity to the game. Both Hamill and Conroy provided voice-work for Bats and the Joker in the Emmy Award-winning Batman: The Animated Series TV show and in related spin-offs. It's too bad that's occasionally countered with hokey dialogue, mostly confined to the patient interview tapes littering Arkham Island. Find a tape, and let the eye-rolling begin as a clip between one of Arkham's more famous patients and psychiatrist begins. Fortunately, there's an option to skip the audio clip and just keep on playing.

And play you should. Batman Arkham Asylum hits stores on Tuesday, August 25, if there's any Dark Knight game worth going bats over, this is it.